Egg Grab Battle — Best Squad Lineups

Published 2026-09-217 min read

Proven Egg Grab Battle lineups: Sun Priest or Moonfox as main DPS, Beseth or Dreamwing charging, two Glaciva healing, and the carried-gear assignments that make the run smooth.

Aniimo guide illustration
Aniimo guide illustration

Egg Grab Battle's restricted format — one full fighter, three first-skill-only support slots — means lineups are built differently from the main game. The mode's demands are specific: burst for dungeon guardians, sustain for the long roll, and a Fire key for gold chests. Here is the community's proven shape.

The format, briefly

One creature fights at full capacity; the other three contribute their first skill only (rules in the mode overview). That asymmetry drives everything: your main must carry real damage, and your supports must be creatures whose first skill alone is worth a slot.

The proven lineup

Slot Creature Job
Main DPS Sun Priest (starter gift) or Moonfox Clear guardians; break sieges
Charge Beseth or Dreamwing Keep the main's skills cycling
Flex ×2 Two Glaciva Healing + utility for the whole squad

Main DPS — Sun Priest or Moonfox

Sun Priest is the community default because every player owns it — it is the starter gift creature — and its ultimate is the mode's crowd-answer: one ultimate clears a surrounding pack, which is exactly what happens when the egg-roll gets sieged. If you missed every rare capture in the game, you can still run this slot tonight.

Moonfox is the upgrade when you have it: higher damage ceiling with the same "clear the mob wave" job description. Its build details live on the Moonfox dex page.

Charge — Beseth or Dreamwing

The main's ceiling is set by energy. Beseth is the mode's specialist answer — an energy engine whose first skill alone justifies the slot — while Dreamwing, the launch meta's best Battery, does the same job with more headroom for those who have one. One charge slot is enough; a second is a luxury that trades away healing.

Flex ×2 — the twin Glaciva

Two Glaciva round out the squad, and the double-pick is deliberate: their healing and utility reach the whole team, and Egg Grab punishes a dead runner far harder than a slow clear. Between the two, they cover the roll's protection, the chest-fight recovery and the general "someone always breathing" guarantee that extraction runs live on.

Carried-gear assignments

Gear stats transfer freely, so assign by job (pact rules irrelevant here — why):

Holder Item Why
Sun Priest / Moonfox Beast's Fang Straight damage on the only real fighter
Beseth / Dreamwing Calling Bell or Energy Feather (energy-type items) More charge for the main
Each Glaciva Magic Fleece Healing and sustain for the squad

The pre-run purchases still apply on top: Guard Mech and Attack Amplifier, with talents in damage and loot speed — see the overview's preparation section.

Why this shape works

  • One damage source, fully fueled. The format's one-real-fighter rule means the main is never the bottleneck — energy is. The charge slot removes that ceiling.
  • Healing that scales with mistakes. Twin Glaciva means the squad survives the worst roll — and worst rolls are where eggs are lost.
  • Fire coverage for chests. Sun Priest's kit covers the gold-chest key natively; if you run Moonfox as main, be sure one support slot brings a Fire first-skill (the chest rules are unforgiving).

Variants

  • All-in speed: Moonfox + Dreamwing + one Glaciva + one Fire support — maximum clear tempo for practiced squads who rarely need the second healer.
  • Budget edition: Sun Priest (gift) + any early Battery + two early healers — every slot available in the first week of play; clear times suffer, extraction rates do not.
  • Guardian farming: swap the second Glaciva for a second damage support to burn dungeon elites faster — only for squads that already extract cleanly.

Build it once, run the standard run shape, and the mode starts paying like a job — steady eggs, steady chests, no drama.

Related Guides